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sph 4 hours ago

90% of games have no online conponent, and run in perpetuity after purchase. The multiplayer games usually ship with a server binary you can place on any machine you control.

This only affects AAA game studios that produce micro transaction slop and live services. The exact same that are lobbying against any sort of regulation.

The gaming industry will be fine.

maccard 3 hours ago | parent [-]

> 90% of games have no online conponent, and run in perpetuity after purchase

So those games are unaffected regardless of this law.

> This only affects AAA game studios that produce micro transaction slop and live services. The exact same that are lobbying against any sort of regulation.

F2P live service games are specifically excluded from this though, which presumably is what you mean by micro transaction slop. This affects every game, from a 1 man developer who uses steam for p2p all the way up to activision and call of duty. The groups hit hardest by this are going to be small-medium developers who are just trying to build a game, not Ubisoft (who are the reason for instigating this whole thing).

skotobaza 3 hours ago | parent [-]

> The groups hit hardest by this are going to be small-medium developers who are just trying to build a game

How so? Smaller developers don't usually build games that require huge online components that will be hard to release to the public. That's mostly AAA publishers that do so (at least I can't remember the opposite from the top of my head).

hobofan 3 hours ago | parent | next [-]

> Smaller developers don't usually build games that require huge online components that will be hard to release to the public.

Yes, they do. Small developers disproportionally have to rely on online services to make their multiplayer games work to a playable standard acceptable to the users, as they can't afford to write them from scratch (and couldn't even afford to do the devops work that comes with a self-hosted alternative).

Example: PEAK, on of _the_ multiplayer hits of last year from a small studio is built on top of Photon[0] for their multiplayer. If you were to remove that component you might as well completely rewrite the game.

[0]: https://www.photonengine.com

skotobaza 3 hours ago | parent | next [-]

> Small developers disproportionally have to rely on online services

I'm not convinced that that's the case. If you're talking about cloud providers then the cost can become very high very quickly, so smaller developers have to carefully manage the budget. To my knowledge, cloud services are usually used for simple stuff like logs and analytics, and games don't really need that to play the game.

Also, don't forget that it's not just multiplayer games. Singleplayer games suffer from this as well.

maccard 2 hours ago | parent [-]

Most of the cloud providers have generous enough free tiers that small developers fit into them. Look at EOS, Playfab, Steam. You can run a backend for free for < 5k players with lambda and dynamodb.

edit:

> To my knowledge, cloud services are usually used for simple stuff like logs and analytics

Respectfully, you’re wrong here and this is the problem that me and many others have with this line of defense for SKG. No small developers who are managing their budget tightly are storing logs on AWS for analysis after the fact and paying for it. They’re using services like Sentry that do it for free or for $19/months. They’re using services like playfab for parties, vivox for voice chat, flex match for Matchmaking. Those services are free for small amounts of use that 90% of games would fit under.

skotobaza 2 hours ago | parent [-]

The question remains - how does any of this prevent small developers from releasing either the binary or the code in the modified form? Again, that has already been done with variety of games (not just popular ones as you assume), so it's not something extraordinary. The developers definitely have the resources to do so since they were getting money for the game, and the least they can do for their game and its community is to give it to them after they stop supporting it themselves.

hobofan 2 hours ago | parent [-]

> The developers definitely have the resources to do so since they were getting money for the game

There is no guarantee that they did!!! Yes, the examples we are pointing out (typical "friendslop" games from the last years) made bank, and should be able to afford to afford and EOL path.

However for every successful game that uses those technologies there are ~100 that "didn't make it", or barely broke even that are now also forced to do additional work on something they either post-hoc now was financially unfeasible, or have to do up-front work on something where it's a gamble whether it will be financially feasible.

In my personal opinion, completely downplaying the effort and financial reality that comes with making games compliant, and based on that creating carveouts for e.g. sub-$100k-revenue games was the downfall of SKG. If they would have made an effort to recognize that, they would be able to mobilize a large base of the indie developer community as well.

skotobaza 2 hours ago | parent [-]

I get what you mean - if the developer stops supporting the game then they might run out of money to make the changes. This can even happen spontaneously in some cases. But I'm still expecting at least some effort in preserving their product, their legacy. Some people might call it naive (and it probably is), but for me personally the baseline is that games should be playable at least in some way. Maybe the experience will not be the same, maybe there will a lot of lag, maybe something will break. But it is still better than not being able to play the game at all.

I don't think anyone is downplaying the effort of making a videogame that is both easy to host for the small developers and for the community. But unfortunately developers themselves often choose to pursue financial goals disregarding everything else. So it's understandable that gamers are not happy and demanding some solution. And that the industry is trying to push back.

hobofan an hour ago | parent [-]

> they might run out of money to make the changes

They may have never made any money to begin with, as they ran out of money during the development phase of the game because they were trying to comply with the regulation, and never got to release the game. Regulation almost always places a higher proportional burden on the smaller players, while larger players can afford it, which is why sensible regulation has carveouts for smaller players.

> maybe there will a lot of lag, maybe something will break. But it is still better than not being able to play the game at all

How is that better? A multiplayer game with awful lag isn't enjoyable anymore, and a game without joy is just a chore.

skotobaza an hour ago | parent [-]

> they ran out of money during the development phase of the game because they were trying to comply with the regulation

I don't believe it. This is not the biggest spending point when making a videogame. If a developer uses this as an excuse, there was probably something else wrong with the development.

> How is that better?

Well, being able to play a game is better than not being able to play the game. I've played multiplayer games with high lag, you can get used to this. Especially if you want to play the game. Also, community can fix some stuff on their own, but only if they have something to work with.

suddenlybananas 2 hours ago | parent | prev [-]

If the law were to be passed, surely Photon would be incentivized to make a self-hosting alternative, no? Something that uses the same API but is self-hosted.

hobofan 2 hours ago | parent [-]

There is no indication that a self-hostable alternative that to what Photon is providing is even feasible, as a lot of what they are doing includes tuning network settings, setting up CDN-like structures, etc.. Even for their enterprise offerings they are targeting a managed cloud approach, and not an independently deployable binary.

If the law were to be passed, Photon would at the maximum be incentivized to produce a self-hostable API-compatible alternative that would be neutered to such a degree that Games still qualify as "playable" on paper but would be unenjoyable to actually play. More likely, they won't do anything, as they are not the game developer and not responsible for compliance.

maccard 3 hours ago | parent | prev [-]

Those games are unaffected whether or not SKG is written into law. If ojr of those games has an optional multiplayer component all of a sudden it can come under the purview. One of the things SKG has pushed down the line is what is “playable”. There is a very small but very active online community for a bunch of games that would call the online part of their game a requirement. The last of us and uncharted had very unpopular multiplayer modes off the top of my head.

Small multiplayer “friendslop” games - things like Lethal Fompany, Peak, Totally Reliable Delivery service. They’ve been smash hits, wildly popular but I can definitely see a world where those games just don’t get made when you add a new layer of liability, potentially in perpetuity.

skotobaza 3 hours ago | parent [-]

Regarding the "friendslop" games - I don't see an issue, the companies that provide those game with online services will adapt to the new requirements to keep getting money from those game developers.

Regarding the optional multiplayer modes - the developers will probably not use some complex architecture for this, so giving it to the community will not be that hard. Also there are multiplayer games that do support community servers out of the box, so it's not an issue to make a game like this.